I created a simple tutorial that introduces timeline and how to use it with playmaker. This is part 1 but it will get most people started 8) https://www.youtube.com/watch?v=dTK2TLBtT6g&feature=youtu.be

Ive added another key action. This will be in my third tutorial, but if you want to get started using it now, its a playmaker/timeline proxy.

https://github.com/dumbgamedev/timeline-playmaker/tree/master/proxy

You drag and drop script (called playmakerTimelineEvent.cs) into the timeline on a new track (a new track will be created automatically). Then position the script on the timeline when you want it to fire. (The event will fire at the start of the script position on the timeline. The length of the script on the timeline does not matter).

Setup:

1. Click on the script in the timeline to set the options in the inspector.2. Choose the gameobject that holds your playmaker FSM (or choose global to send event to all playmaker FSM in the scene). In this case no gameobject is necessary.

If your gameobject has more than one FSM, it will send the event to the first FSM only (if not global).

3. Type the name of your event you want it to trigger in playmaker. Ie, "TriggerMe". Spelling matters ;)

In playmaker.

1. Make a new event. Name the event the same as the proxy on the timeline. Ie "TriggerMe".2. Add this event to a state, by right click on the state. Then choose "Add global transition". Choose "TriggerMe". It will then appear above the state (like the start state does).

Now when the timeline reaches the proxy script, it will fire your playmaker event. You can use as many proxy scripts on a timeline as you would like.

No worries. See my attached image. Click that green button at the root of the repository (directory), to download a zip file. Unzip the file and put the folder into your unity assets folder. It will then automatically be recognized by playmaker and compile. After that, it should be visible in your playmaker actions browser.

Yes, you will need to download the entire folder from the root. If you right click and save as on the one file, it will download, but it will be corrupted. The browser will add a bunch of its own code to the CS file.

How do you set the references in Animation tracks ("Bindings" section of the Director) in Timeline at runtime?

Because in my game the characters are spawned, they are not on the level until the game runs, so I can't reference them manually. Set Property Action doesn't give you access to "Bindings" section of the Playable Director.

I believe it's called PlayableDirector.SetGenericBinding, but I know absolutely nothing about coding.